Author Topic: The Temple of Torment (Now at Stable 19.0)  (Read 157921 times)

Aukustus

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #135 on: February 04, 2016, 10:52:20 PM »
I did miss your good criticisms :).

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But maybe it's a good idea to disable appearing this message while 'R'esting? I

I'll try this.

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Maybe could you let player moving with minimap displayed? It would be nice feature.

I'm not sure about this because I want it to be a just a visualization of the area.

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What do you think about additional, less detailed minimap (standard under 'm', this one under 'M') of whole location? Or 'minimap' with scheme of parts of current location?

This is hard because the areas do not know into which areas they are connected, they are all hard-coded depending on the internal area number.

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I'm rather certain that Nature's Rings auto-id's as +3 +1, but later is inscribed (and works) as +3 +3.
And I don't know if it is intentional but after unequpping this ring only max-hp and max-mp lowers to 'standard' values. Current-HP and Current-MP remains boosted

It does auto-identify correctly, however that is a bug that only maximum values are lowered, the current values are lowered when regenerating happens, I'll change it so that it corrects the current value when unequipping.

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edit2: Hunger decreases faster than thirst. A bit strange. edit4: Not now. It's a bit random, or so? Maybe it's about drinking water and eating in tavern... But at starting game, I didn't eat and drink long time, and thirst decreases faster than hunger.

I thought about this when I added thirst, in reality surviving is much more water dependent than food dependent, that's why I want players to drink more often.

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edit3: But why temple sing looks like sign of alchemy shop?

Because Temples sell potions, and I couldn't figure out another symbol that fits better, I'm taking suggestions though.

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edit5: Negotiation about price of service (bandit's quest) is count as 'evil deed'? Why?

Because you know there's a real bandit problem, but you refuse to help unless they pay you more, that's evil in my opinion. The dialogue could be better though.

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edit6: 'Take all' option would improve picking loot :)

I'll probably do this, it's a good idea.

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edit7: After buying a horse same message as in earlier versions appears: "Time and food consumption lowered...". What about thirst?

It's lowered too, but I forgot to update that message :)

Avagart

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #136 on: February 05, 2016, 03:04:33 AM »
My pleasure! :)

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I thought about this when I added thirst, in reality surviving is much more water dependent than food dependent, that's why I want players to drink more often.
I know, but it works... conversely? You know, *satiation*, *food* level decreases faster. I'm able to replicate it. At first I was exploring Enchanted Forest and I used to rest after every fight. Maybe it is cause? Just try to enter Forest and press 'r' key. Actually, I 'spent' three 'food icons' and no 'drink' icons - seems that resting act consumes only satiation, not thirst.

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Because you know there's a real bandit problem, but you refuse to help unless they pay you more, that's evil in my opinion. The dialogue could be better though.
I understand your statement and... I knew that ;) But - please let me explain. You (as player in TToT, ofc) are not charity service. You are wandering fighter, probably sort of mercenary. Anyway, this 'bandit problem' is this sort of thing which *should be* solved by militia / guard / army / something similar. And what? These guys, guards, want to put their job on you. So, just business. They want to hire you. Negotiations are something... natural in that case. Not good, not evil.

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This is hard because the areas do not know into which areas they are connected, they are all hard-coded depending on the internal area number.
So maybe just simple, hardcoded scheme? Or as part of UI? Not exactly minimap, just... info about whereabouts. I thought about something like this (Sorry for the 'quality' :D )
IIRC in old UI was info about location - 'Faiwyn 1', 'Faiwyn 2', etc. - it was helpful, because it was... schematic. And it was easy to remember. Now, if I forgot in which part I am, I have to change location to localize myself.

Aukustus

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #137 on: February 05, 2016, 07:17:43 AM »
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I thought about this when I added thirst, in reality surviving is much more water dependent than food dependent, that's why I want players to drink more often.
I know, but it works... conversely? You know, *satiation*, *food* level decreases faster. I'm able to replicate it. At first I was exploring Enchanted Forest and I used to rest after every fight. Maybe it is cause? Just try to enter Forest and press 'r' key. Actually, I 'spent' three 'food icons' and no 'drink' icons - seems that resting act consumes only satiation, not thirst.
[/quote]

God damn it how did I miss this. Resting doesn't decrease thirst for the amount of ten turns (as a single rest turn is) as it should but just one turn.

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You (as player in TToT, ofc) are not charity service. You are wandering fighter, probably sort of mercenary. Anyway, this 'bandit problem' is this sort of thing which *should be* solved by militia / guard / army / something similar. And what? These guys, guards, want to put their job on you. So, just business. They want to hire you. Negotiations are something... natural in that case. Not good, not evil.

That's true too :). Perhaps I could add a true Evil option. However, regarding charity service, that's up to the player how the character is played :).

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This is hard because the areas do not know into which areas they are connected, they are all hard-coded depending on the internal area number.
So maybe just simple, hardcoded scheme? Or as part of UI? Not exactly minimap, just... info about whereabouts. I thought about something like this (Sorry for the 'quality' :D )
IIRC in old UI was info about location - 'Faiwyn 1', 'Faiwyn 2', etc. - it was helpful, because it was... schematic. And it was easy to remember. Now, if I forgot in which part I am, I have to change location to localize myself.
[/quote]

How about making the old UI info sort of a header for the map view? "Enchanted Forest 6" text above the map.

Avagart

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #138 on: February 05, 2016, 03:19:50 PM »
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How about making the old UI info sort of a header for the map view? "Enchanted Forest 6" text above the map.

It should works good. Now I see that my 'minimap' idea was too complex for that small thing. But I have another one suggestion... What do you think about additional 'numeric' info in specific place? Maybe on UI, maybe on minimap... Just very-schematic-mini-map which would show 'where' is this specific district. Something similar to:

#####
Enchanted Forest 6

1 2
3 4
5 6

#####

or

#####

Westerfall 5

1 2 3
4 5 6
7 8 9

#####


It still worth considering because player may have some concerns about count system. So, it starts from the northest district? Or from district with 'gate' to wilderness? And how much districts are here?

edit: About temple sign... Temples in TToT looks like christian temple, so maybe sort of cross would be more suggestive? Maybe even not crux ordinaria, rather greek or jerusalem (if it's possible to make it clear) cross?

edit2: What about that small thing (-3, 4 from the player)? I cannot recognize it, it exists only in wilderness so I cannot look ('x') at this. I didn't see it playing ASCII version.
« Last Edit: February 05, 2016, 03:32:53 PM by Avagart »

Aukustus

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #139 on: February 05, 2016, 04:34:46 PM »
It should works good. Now I see that my 'minimap' idea was too complex for that small thing. But I have another one suggestion... What do you think about additional 'numeric' info in specific place? Maybe on UI, maybe on minimap... Just very-schematic-mini-map which would show 'where' is this specific district. Something similar to:

It is a good idea. Though there are some obvious problems when some of the areas are on top of each other and some are next to each other.  I'd say using NW, SW, E and so on with the districts. "Westerfall South District". I wouldn't extend this into other areas than towns.

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edit: About temple sign... Temples in TToT looks like christian temple, so maybe sort of cross would be more suggestive? Maybe even not crux ordinaria, rather greek or jerusalem (if it's possible to make it clear) cross?

A stylized cross would work. Since I'm probably adding alchemy to the game I'll reserve the potion tile for that.

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edit2: What about that small thing (-3, 4 from the player)? I cannot recognize it, it exists only in wilderness so I cannot look ('x') at this. I didn't see it playing ASCII version.

I have no idea why that is there, it's part of the player with horse tile, actually it's the first quarter of the tile. I have to look into this. I was able to replicate it.

Edit: Fixed it, it was a leftover line from an earlier drawing function.
« Last Edit: February 05, 2016, 04:36:22 PM by Aukustus »

Avagart

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #140 on: February 05, 2016, 08:44:26 PM »
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I'd say using NW, SW, E and so on with the districts. "Westerfall South District". I wouldn't extend this into other areas than towns.
Sounds good :) What about 'central' districts, like '4', '5' and '6' in Waterfall? Just W(est), C(entral), E(ast)?

One more thing - I'm unable to download some older versions of TToT - after solving captcha I see something like this. Download doesn't start.

edit: One more suggestion... When mouse support is disabled, icons of abilities and these interface's icons on right side vanishes. These black blocks are not very aestethic... I have no idea (ok, I have, but... underdeveloped, vague) about this right panel. But I think that left panel could remain even with mouse support disables. For informational purposes. When I see icons I gain knowledge about owned, ready abilities and this would be helpful even if I cannot 'click' on that icon. In ASCII mode these icons could be replaced by digits.
« Last Edit: February 05, 2016, 08:53:07 PM by Avagart »

Aukustus

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #141 on: February 05, 2016, 09:48:45 PM »
Sounds good :) What about 'central' districts, like '4', '5' and '6' in Waterfall? Just W(est), C(entral), E(ast)?

Exactly.

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One more thing - I'm unable to download some older versions of TToT - after solving captcha I see something like this. Download doesn't start.

I'd say this is related to the browser that tries to open a rar file inside the browser instead of downloading it.

Here's all the releases: http://www.thetempleoftorment.net/wp-content/downloads/

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edit: One more suggestion... When mouse support is disabled, icons of abilities and these interface's icons on right side vanishes. These black blocks are not very aestethic... I have no idea (ok, I have, but... underdeveloped, vague) about this right panel. But I think that left panel could remain even with mouse support disables. For informational purposes. When I see icons I gain knowledge about owned, ready abilities and this would be helpful even if I cannot 'click' on that icon. In ASCII mode these icons could be replaced by digits.

I did think about digits at some point but I figured it wouldn't make much sense to someone new to the game. I'd probably change all the icons to be visible always, even in ASCII.

Avagart

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #142 on: February 06, 2016, 01:29:20 AM »
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I'd say this is related to the browser that tries to open a rar file inside the browser instead of downloading it
Maybe it is true. But it occurs only on your website. Meh, good for me ;)

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I did think about digits at some point but I figured it wouldn't make much sense to someone new to the game. I'd probably change all the icons to be visible always, even in ASCII
Great! But I'm affraid that these icons - after scaling down - would be unclear in ASCII-Small.

Aukustus

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #143 on: February 06, 2016, 08:39:20 AM »
Great! But I'm affraid that these icons - after scaling down - would be unclear in ASCII-Small.

There are already icons in ASCII-Small when mouse is enabled, they'd be that clear.

Avagart

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #144 on: February 06, 2016, 07:57:28 PM »
Ouh, I didn't figure out... Another minor thing - about changelog. Wolves, not wolfs :)

Aukustus

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #145 on: February 06, 2016, 08:22:25 PM »
Ouh, I didn't figure out... Another minor thing - about changelog. Wolves, not wolfs :)

I actually fought internally about this :). I decided to go with wolfs without checking which one is correct.

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #146 on: April 04, 2016, 06:07:13 AM »
Quick update on stuff that's coming:

  • New Class: Gunslinger
  • Guns get misfire chance though they won't break but just fail to shoot
  • Extended Main Quest
  • 3 new Backgrounds
  • Difficulty setting selection improved into new screens that explain the settings
  • Difficulty settings improved
  • Backgrounds improved
  • Unique and magical weapons more powerful by becoming +3 and +2 respectively instead of +2 and +1
  • Game mode selection improved into new screens that explain the modes

Avagart

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #147 on: May 02, 2016, 09:05:17 PM »
So, when do you suppose to release new version on TToT, Mr Aukustus?

Aukustus

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #148 on: May 03, 2016, 07:13:30 AM »
So, when do you suppose to release new version on TToT, Mr Aukustus?

Hopefully soon, I'm working on the Alchemy feature currently, which is the last thing that's not completed for the next release. It will allow creating potions from herbs using recipes.

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #149 on: May 07, 2016, 11:06:53 PM »
Stable 9.0 Released! http://www.thetempleoftorment.net/download/TToTd20_Stable090.zip

Changelog:

Code: [Select]

!!!!Saves from previous versions are not usable!!!!

--Highlights--
* Alchemy Feature
* Extended Main Quest
* New Character Class: Gunslinger
* 3 new Backgrounds
* Weapons overhauled
* Difficulty settings overhauled
* Backgrounds overhauled
* Ability to take all ground items instantly

--Full log--
Bugs, mistakes and missing things
* Fixed Hamstring's slowing
* Fixed bug with Scroll of Recall after the main quest
* Resting decreases Thirst as it should
* Fixed a bug when teleporting to god realm through prayer leaves quest items on the floor and forever gone
- Fixed Vault's targeting
- Added a mention of the chance to slow the target with Hamstring
- Fixed a bug with resting
- Fixed a missing location text when dying in the Enchanted Forest
- Fixed a bug with unequipping items that boost hit and mana points and the values not correctly negating the amount right away
- Fixed a bug when stepping into a teleport trap and doesn't move the camera to the player
- Added a mention of thirst reduction when buying a horse
- Fixed a small graphical bug when using a horse
- Oathbreaker sword now properly gives +2 STR
- Fixed missing shop names in signs

General
* Alchemy is added: potions can be brewed using recipes
* New Merchant type: Alchemist
* Health and Mana potion effects are over time on Hardcore instead of instantaneous
* Random character now selects difficulty at random too
* Ability to leave some areas without picking up quest item
* Start gold is randomized to 100 + 5d20
* Added "Take all" option when picking items from a stack of multiple different items
* Backgrounds have more distinctive bonuses
* 3 new Backgrounds: Romanthia, Taoquria and Aqkadia
* Penalty of firing into an adjacent tile increased by 5
- Map displays now the area name
- Difficulty settings are explained better

Classes
* New Class: Gunslinger: ranged musket focused class

Quests
* Additional quest in the main quest line

Areas
* New area: Mount Devil's Mouth
* Added plants that can be harvested for alchemical ingredients

Talents
* Point Blank Shot no longer affects firearms

Items
* Adjusted the stat requirements of spellbooks
* Muskets have a small chance to misfire
* Unique weapons become +3 damage instead of +2
* Magical weapons become +2 damage instead of +1
* New Potion: Elixir of Levitation; only through alchemy
* New Item: Mortar and Pestle
* New Item: Distilled Water
* New Items: 6 different alchemical ingredients
* New Items: Alchemical Recipes